Karaz'wyr

Karaz'wyr, previously known as Citadel Frostpeak, is one most militaristic dwarven cities in all of Korinth, or all of Aurum for that matter. While it was originally a dwarven citadel, it evolved as its demographics, exports and overall culture changed. One thing remained however, Karaz'wyr continued to serve as the rampart of the north, keeping the realm's dangers beyond civilized lands.

History
It was originally Karaz'wyr, a primarily subterranean dwarven citadel of the Frostpeak Clan, built around the year 481 BS. The hold garnered its strength from massive foundries built around the underground inferno known as the Everfire. The citadel's most skilled metalworkers and forgers could craft massive works and work with alloys that were typically too volatile without such intense heat.

In the 352 BS, as the great kingdoms fell around them, Karaz'wyr was saved by the ingenuity of its master forgers. They created a massive, molten wall that protected the dwarven stronghold.

Over the years to follow, however, Karaz'wyrs influence and strength waned as its population lessened. In 329 BS, the surface fortress was assaulted and plundered by orcs. Continued monster attacks would plague the city for over the next 500 years, though it never fully succumbed to the onslaught.

In 752 AS, one of the Merchant Princes, Prince Simberuel Astalmé, fled his city with a group of refugees to Frostpeak Vale, pursued by his brother seeking to kill him. The refugees were saved at the last minute by the Forgemaster of Frostpeak. Astalmé gave his life to save the Forgemaster, and in return, the humans were allowed to settle in the abandoned surface portion of Citadel.

The next 500 years would be much more fortuitous for the citadel. As the new human inhabitants settled in and united with their dwarven brethren, the reconstruction of the stronghold led to the birth of a new city. As dwarven craftsmanship became perfectly interwoven with human mercantilism, the newly-named Frostpeak flourished into the symbol of strength it would become.

In the 1100s, the foundries and workshop closest to the Everfire rift were destroyed by a surge of fire and never repaired. Since then, the fires burned without any control by the dwarves.

In 1152 AS, Helm Dwarf-Friend became the sixth Ruling Master of Sundabar after the previous Master died defending the city from orcs.

In 1168 AS, Iriador Wintermist brings a hailstorm to Frostpeak to avenge the loss of the barding colleges in Korinth.

In 1224 AS, fiends from Hellgate attacked Frostpeak, burning much of the city before being forced out. Just four years later, in 1228 AS, Kaanyr Vhok attempted to take control of the city because of a rivalry he had with Helm Dwarf-Friend. He first used Aliisza to infiltrate Helm Dwarf-Friend's house, then allied with Zasian Menz and evil priests. His plan ultimately failed.

Description
The Frostpeak Clan are a vigilant, wary, people, as life in the north demanded. Outsiders, enthusiastic passers-by and people who simply ask too many questions are looked at with suspicion and apprehension within the city.

Frostpeak is a fortress. Its harsh and treeless surface is surrounded by two ringed walls, surrounded by a moat, a water-filled trench that was rumored to be filled with man-eating eels. Within its walls, Frostpeak's massive stone buildings are encircled by cobblestone streets, with no flora to be found save for the sparse window-box garden of fragrant herbs.

Four gates and bridges lead into the city: Swordsgate in the north, Eastgate in the northeast, Turnstone Gate in the southeast and Rivergate in the west.

Beneath Frostpeak is a volcano rift known as the Everfire.

Connected to the surface by a steep passage, the Undercroft is home to most of the dwarven population.

Government
The Ruling Master serves as the ultimate leader of the city. However, the Forgemaster serves as the leader of the dwarven community and is an important adviser to the Ruling Master.

The government office of Frostpeak maintained a standing list of jobs they need to have completed and will hire adventuring companies to this end. The adventurers are granted a city charter, which grants them limited authority to complete their specified task. This charter is to be made available to any city official upon demand.

Pay for these jobs varies, depending on what was needed, the time of year and whether the task involved a significant threat to the city. Fewer adventurers and increasingly dangerous weather in the winter lead to more gold for the hired swords. However, the charters come with a provision that 10% of the value of any loot or valuables gathered by adventurers during their contract, be contributed to Frostpeak as a fee for being granted a contract.

Trade
The city is a trading hub for ore from the dwarves of Korinth. It is also the source of magical weapons enchanted by the Everfire volcano.. Due to the access of such unique resources, Forstpeak's coffers are often quite full, and allows them to be more indulgent when it comes to defense or other needs.

Furthermore, the city is well-stocked, with larders that could feed the city for months, and has a protected source of fresh well water from the subterranean Lake Anfarra.